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was just playing dukeplus with z-pack, and i randomly noticed that with dukeplus-Z the old duke model shows up instead of the new one from TeaMonster?
in standard z-pack the new duke is used but in dukeplus-Z the old duke seems to get used instead.
is there a reason why you made dukeplus-Z use the old duke-model, or is it the old duke still by mistake?

DukePlus has some extra definitions for the DukeBots which are not compatible to the Polymer Duke model. I assume they could be adapted, but then another problem arises: there is no mechanism available for DukePlus to switch between the Polymer and Polymost Duke model based on the used HRP flavour (Polymost/Polymer). Using Polymer models' diffuse maps only looks rather bland in Polymost Renderer/HRP. Therefore I decided in favour of the Polymost model for both HRP flavours in both the DukePlus part of the Z-Pack and the DukePlus NixFIx. The latter might change in the upcoming NixFix release (aka DukePlus 2.40), but I haven't decided about that yet.

Attrition is not intended to work with the HRP any more. It's a bad mix, in my opinion (compatibility issues, lacking palettes in HRP content, performance issues)

I've noticed that the lack of palettes affects only the newer installments of the HRP with the Polymer models, if you're using the Polymost Override there are models which do use palette such as Duke, Protector drones in certain cases, Octabrains and such ... It's actually something that should be brought back on the Polymer models (especially Duke, troopers and 1st person key cards)

If you say you've never had any problem with doors in Build Engine games, you're a liar.

I've noticed that the lack of palettes affects only the newer installments of the HRP with the Polymer models, if you're using the Polymost Override there are models which do use palette such as Duke, Protector drones in certain cases, Octabrains and such ... It's actually something that should be brought back on the Polymer models (especially Duke, troopers and 1st person key cards)

I was actually referring to the special palette swaps only available in the modified palette tables from the CLUT pack by Lezing, which Attrition uses. So not only does the HRP not represent the normal palette shifts, it also fails to show all the additional ones. Moreover, an increasing amount of content in Attrition does not have any model counterpart. I have added several enemies and weapons since the initial release that only have 8-bit art for them.

It would be nice include into z-pack or DukePlus addon Hi-Res model of Incinerator (flamethower) from 20th edition as weapon in 2nd slot of freezer, like shotgun/sawn off shotgun or Chaingun cannon/Minigun slots work.
I tried make md3 Incinerator model in Blender but Im not good in graphic work so it looked weird

It would be nice include into z-pack or DukePlus addon Hi-Res model of Incinerator (flamethower) from 20th edition as weapon in 2nd slot of freezer, like shotgun/sawn off shotgun or Chaingun cannon/Minigun slots work.

That's veeery unlikely to happen:

- I know nothing about making skins or models.

- The Z-Pack's aim is to offer alternative hi-res content (not made by me) for the HRP and some more or less HRP compatible mods and addons, not being a mod itself or serving as a base for others.

- World Tour brings quite some new ART with zero HRP coverage so far.

- The Incinerator doesn't work in EDuke32 and AFAIK no one plans to fix that.

- I don't have World Tour anyway (license key donations welcome, though )

DukePlus has some extra definitions for the DukeBots which are not compatible to the Polymer Duke model. I assume they could be adapted, but then another problem arises: there is no mechanism available for DukePlus to switch between the Polymer and Polymost Duke model based on the used HRP flavour (Polymost/Polymer). Using Polymer models' diffuse maps only looks rather bland in Polymost Renderer/HRP. Therefore I decided in favour of the Polymost model for both HRP flavours in both the DukePlus part of the Z-Pack and the DukePlus NixFIx. The latter might change in the upcoming NixFix release (aka DukePlus 2.40), but I haven't decided about that yet.

Duke model sources were released with the Duke model over five years ago now.

At some point in time, I also posted some polymer skins. I can't remember where as it was years ago. All you need to do is to bake out an AO map and overlay it.

Duke model sources were released with the Duke model over five years ago now.
At some point in time, I also posted some polymer skins. I can't remember where as it was years ago. All you need to do is to bake out an AO map and overlay it.

I wouldn't know how to do any of that. Unless serious new incompatibilities pop up I have no intentions to dive into my stuff again for now. The DukePlus NixFix is obsolete as of DP2.40, so currently that's not my cup of tea. The Z-Pack seems to have no issues either, except for Attrition, which has left behind the HRP some time ago. Plus, despite the quality of the Duke2013 model, especially the animation, the old Polymost version is still 'my' Duke, and will stay in the Z-Pack. Anyway, I kinda feel like retired from Duke stuff. My eduke32.cfg dates from last November, and checking these forums merely seems an ancient habit, tbh.

Hello everyone, I know this topic is a little "dead", but I just want to post that I managed to get the shotgun FOV fix to work, I'm using the polymost override, but I think it should work with polymer Z-pack as well.
(For me, it worked in both polymer and polymost, the only thing that was mentionated by Spiker is that it has the double muzzleflash, for this been solved the shotgun was later remade, but this is a cool little thing)